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61.
《Quarterly journal of experimental psychology (2006)》2013,66(6):1139-1150
Autism spectrum disorder (ASD) and typically developed (TD) adult participants viewed pairs of scenes for a simple “spot the difference” (STD) and a complex “which one's weird” (WOW) task. There were no group differences in the STD task. In the WOW task, the ASD group took longer to respond manually and to begin fixating the target “weird” region. Additionally, as indexed by the first-fixation duration into the target region, the ASD group failed to “pick up” immediately on what was “weird”. The findings are discussed with reference to the complex information processing theory of ASD (Minshew & Goldstein, 1998). 相似文献
62.
《Quarterly journal of experimental psychology (2006)》2013,66(5):878-886
This study investigated the effects of three working memory components—the central executive, phonological loop, and visuospatial sketchpad—on performance differences in complex mental arithmetic between individuals. Using the dual-task method, we examined how performance during two-digit addition was affected by load on the central executive (random tapping condition), phonological loop (articulatory suppression condition), and visuospatial sketchpad (spatial tapping condition) compared to that under no load (control condition) in high- and low-performers of complex mental arithmetic in Experiment 1. Low-performers showed an increase in errors under the random tapping and articulatory suppression conditions, whereas high-performers showed an increase of errors only under the random tapping condition. In Experiment 2, we conducted similar experiments on only the high-performers but used a shorter presentation time of each number. We found the same pattern for performing complex mental arithmetic as seen in Experiment 1. These results indicate that high-performers might reduce their dependence on the phonological loop, because the central executive enables them to choose a strategy in which they use less working memory capacity. 相似文献
63.
Joachim Funke 《International Journal of Selection & Assessment》1998,6(2):90-96
The use of PC-based simulations for selection and training for jobs which require complex problem solving skills is ever-increasing. This paper gives a short review of such simulations along with a list of advantages and disadvantages of their use. Possible future developments are sketched. 相似文献
64.
Newly hatched Khaki Campbell ducklings (Anas platyrhynchos domesticus) were exposed to a moving object that immediately suppressed distress vocalizations occurring in a novel environment. The static visual and auditory features of this object acquired the ability to suppress distress vocalizations after eight 20-min sessions of exposure to the object in motion. The acquired suppressive properties of these features were found to persist throughout thirty 20-min sessions given over 10 days. During these sessions, the ducklings were continually exposed to the static features in the absence of visual movement. In a second experiment, the ability of these features in the absence of visual movement. In a second experiment, the ability of these features to serve as reinforcement for a pecking response was shown to persist for up to 56 hr. In one duckling, presentations of the static visual features did not maintain pecking behavior. However, it was shown that pecking responses could be re-instated in this duckling by introducing novel stimuli to the environment. 相似文献
65.
Evaluation of multiple schedules with naturally occurring and therapist‐arranged discriminative stimuli following functional communication training 下载免费PDF全文
Kenneth D. Shamlian Wayne W. Fisher Mark W. Steege Brenna M. Cavanaugh Kristina Samour Angie C. Querim 《Journal of applied behavior analysis》2016,49(2):228-250
Many studies have shown that (a) functional communication training (FCT) is effective for reducing problem behavior, and (b) multiple schedules can facilitate reinforcer schedule thinning during FCT. Most studies tha have used multiple schedules with FCT have included therapist‐arranged stimuli (e.g., colored cards) as the discriminative stimuli (SDs), but recently, researchers have evaluated similar multiple‐schedule training procedures with naturally occurring SDs (e.g., overt therapist behavior). The purposes of the current study were to compare the effects of arranged and naturally occurring SDs directly during (a) acquisition of discriminated functional communication responses (FCRs) and (b) generalization of discriminated FCRs when we introduced the multiple schedules in novel contexts in which the naturally occurring stimuli were either relatively easy or difficult to discriminate. Results showed that (a) 2 of 3 participants acquired discriminated responding of the FCR more rapidly with arranged than with naturally occurring stimuli, (b) 2 of 3 participants showed resurgence of problem behavior , and (c) 2 of 3 participants showed greater generalization of discriminated responding to novel contexts with arranged stimuli than with naturally occurring stimuli. We discuss these results relative to the conditions under which naturally occurring and arranged SDs may promote rapid and generalized treatment gains. 相似文献
66.
视频游戏对青少年行为影响的研究焦点主要集中在暴力视频游戏带来的消极影响上。随着研究的深入以及积极心理学的兴起,研究者开始关注亲社会视频游戏对青少年行为的积极影响,并进行了相关的研究,研究大多以一般学习模型为理论框架。一般学习模型认为亲社会视频游戏通过影响与亲社会相关的认知、情感和生理唤醒而对亲社会行为产生作用。已有研究显示,亲社会视频游戏会促进青少年的亲社会行为,同时减少青少年的攻击性行为。研究者们采用多种方法探索亲社会视频游戏影响青少年行为的心理机制,证明了一般学习模型的理论构想。未来研究需要进一步研究性别、人格、文化等因素的影响,并开展相关的认知神经机制研究。 相似文献
67.
Experimental study of the differential effects of playing versus watching violent video games on children's aggressive behavior 总被引:1,自引:0,他引:1
There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence. 相似文献
68.
Although fluid intelligence and complex learning are conceptualized differently and assessed by apparently different measures, both theoretical accounts and empirical evidence suggest a relationship between the two constructs. In this study, major working memory aspects including the storage capacity and executive attention were proposed to account for the relationship between fluid intelligence and complex learning. A sample of 184 participants completed fluid intelligence and complex learning scales, as well as working memory measures that each included two or three treatment levels differing in the demands on capacity or executive control. The differences among the treatment levels provided a favorable precondition for employing fixed-links models to separate the core processes of storage capacity or executive attention from the auxiliary processes. Results indicated that both storage capacity and executive attention contributed significantly to fluid intelligence and complex learning. A further analysis showed that the two working memory aspects, particularly the storage capacity, accounted for most of the shared variance between fluid intelligence and complex learning. 相似文献
69.
J M Harrison 《Journal of the experimental analysis of behavior》1990,54(1):45-51
Stimuli in many visual stimulus control studies typically are presented simultaneously; in contrast the stimuli in auditory discrimination studies are presented successively. Many everyday auditory stimuli that control responding occur simultaneously. This suggests that simultaneous auditory discriminations should be readily acquired. The purpose of the present experiment was to train rats in a simultaneous auditory discrimination. The apparatus consisted of a cage with two response levers mounted on one wall and a speaker mounted adjacent to each lever. A feeder was mounted on the opposite wall. In a go-right/go-left procedure, two stimuli were presented on each trial, a wide-band noise burst through one speaker and a 2-kHz complex signal through the other. The stimuli alternated randomly from side to side across trials, and the stimulus correlated with reinforcement for presses varied across subjects. The rats acquired the discrimination in 400 to 700 trials, and no response position preference developed during acquisition. The ease with which the simultaneous discrimination was acquired suggests that procedures, such as matching to sample, that require simultaneous presentation of stimuli can be used with auditory stimuli in animals having poor vision. 相似文献
70.
Don Nielsen Sigurdur O. Sigurdsson John Austin 《Journal of applied behavior analysis》2009,42(3):551-561
This study evaluated video scoring and feedback about scoring as a safety intervention among 6 nursing staff. The dependent variable was safety behavior on one‐person transfers. Following baseline, 5 nursing staff participated in an information phase. A video scoring phase was then introduced for all 6. A feedback phase was added for 2 participants. All participants experienced treatment withdrawal. Information resulted in improvements for all 5 participants who received it. Further improvements were observed during video scoring for the 5 participants who improved following information. No improvements were observed for the participant who received only video scoring. Safety feedback further improved safety for the 2 participants who received it. However, participants' behavior returned to video scoring levels during withdrawal. 相似文献